The Guild 3 (THQ Nordic) (ENG/GER) [DL] - GOG [Early Access]

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Создавать темы 28.Сен.2017 23:58

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- Общая информация:-Дата выхода: в разработке
Жанр: Simulation / Strategy / Historical
Разработчик: GolemLabs
Издатель: THQ Nordic GmbH
Версия игры: EA 0.8.5.2 (30059)
Язык интерфейса: Английский, Немецкий
Язык озвучки: Английский, Немецкий
Тип издания: Цифровая Лицензия [Early Access]
Таблетка: Не требуется (DRM-FREE)-Системные требования:-Операционная система: Windows: 7 / 8 / 10
Процессор: 2.5 GHz Dual Core Processor
Оперативная память: 4 GB
Жесткий диск: 5 GB
Видеокарта: 2 GB, Direct3D 11 capable video card (GeForce GTX 470 / Radeon HD 5850)-Описание:-Перенесемся в Европу 1400 года. Темное Средневековье, принадлежавшее церковникам и дворянам, подошло к концу. Занимается рассвет новой эпохи, время свободных городов, торговли и свободомыслия!
В игре The Guild 3 вам предлагается создать династию и играть за ее представителей в течение нескольких столетий. Мир вокруг вас будет стремительно меняться, поскольку все неигровые персонажи принимают собственные решения. Чтобы не сгинуть в водовороте истории, вам придется продемонстрировать умение работать руками, вести торговлю, заводить друзей, заниматься политикой и плести хитроумные интриги.
The Guild 3 уникальным образом сочетает в себе экономический симулятор, стратегию, исторический симулятор и трехмерную ролевую игру в реальном времени. Отличное озвучение и настоящая средневековая музыка.-

Особенности игры

  • Насладитесь живым и прекрасным миром, в котором день приходит на смену ночи, а времена года следуют своей чередой. Сменяясь, весна, лето, осень и зима год за годом оказывают влияние на игровой мир.
  • Множество сюжетных заданий не позволят вам заскучать!
  • Сетевой режим с участием более 16 игроков единовременно!
  • Известные и тайные общества, такие как масонская ложа и гильдия алхимиков! Вступите в одно из обществ, поддерживайте братьев по ордену и получайте от них помощь в трудную минуту, получите доступ к особым возможностям общества и попытайтесь изменить облик вашего города или всей сюжетной карты в соответствии с его философией!
  • 12 уникальных сюжетных карт, на которых располагается один или даже несколько городов и ближайшие окрестности. Все эти карты основаны на реальных исторических местах северной и центральной Европы.
  • Вы также сможете создать собственный сценарий с помощью прилагающегося к игре редактора!

Скриншоты

CHANGELOG

16.11.2018

Patch notes for version EA 0.5.9 (16 November 2018)
New features
  • Finally! As you know feedback on what’s happening in the game world has been a big issue for us. A lot of information was either not shown at all or as a notification (lower left side in the HUD). The notification center got spammed really quickly with updates on health changes of characters, etc. Additionally the impact of the results of actions (eg. complimenting someone) were very hidden. We wanted to change that. So with the new version you get feedback directly in the game world for giving/receiving damage, applying status effects, spending/earning money, reputation changes and it also shows if a dice roll was a perfect success, success, failure or critical failure. In order to clean-up the notification system we removed notifications which are now covered by the new floating text system. We hope that action gameplay is now a lot clearer. Enjoy!
  • We implemented a new fallback system to the market. From now on base resources (eg. iron, fat, etc.) are added to the market in certain intervals if the market stock of those resources falls beneath a threshold. This way the economy should be more stable in the beginning.
  • Another economy/production system change was introduced with 0.5.9 to improve gathering businesses. With the new system, components which are used to craft higher level products will only be sold by the business if there are still enough to support the production pipeline.
  • You now have a checkbox available in the production menu to enable/disable the front store. It’s not activated by default. If you have automated transporters and the checkbox is set, items will be put in the front store as well.
  • The amount of city guards is now linked to the neighbourhood. If a city guard dies (naturally or by your mean actions) a new city guard is appointed by the city after a while and then sent to the assigned district to take on duties. It should now also be possible to change the amount of city guards per neighbourhood if you hold the correct office.
  • In preparation for features to come, we changed the way your heir is appointed. Before this change, the heir was appointed after your current leader died. This of course removes a lot of interesting aspects, like having some actions only be available to your heir or making the heir vulnerable to other dynasties. It’s also not really fitting the setting as usually the first born is automatically appointed as the heir. So what did we change? From now on your first born will be appointed as heir but that’s not all. You can also manually appoint another character of your family as heir directly in the family tree. If you do that please consider that your previous heir won’t like it and receive the “humiliated by family” status effect which affects the character’s stats. This implementation is the preparation for bigger things to come related to your family.
  • Thieves are from now on taking their chance of success and the wealth of their targets into account when deciding who they want to pickpocket.
New features (under the hood)
  • We have integrated support for text styling, e.g. outlines and color highlighting etc., enabling us to do more advanced text formatting.
  • Health has been integrated with the character and building attributes, adding a lot more flexibility to what actions and items can do to it.
  • We continued refactoring the error prone action system. That system is the base for most of the action and economy gameplay so we want to make that as solid as possible.
  • We continued to refactor the code to reduce compile time thus improving development speed.
Content
  • Boozy Breath beer has been added. Provide your competitors with a horrible breath and lower their charisma and reputation.
  • Dr. Faustus Elixir was added and increases the max health of the character who uses it.
  • You can now write a poem to impress the other gender. It’s slightly more powerful than just giving a compliment.
  • We updated most of the equippable items in the game to support the new attributes and derivative attributes.
  • We adjusted the amount of money you receive from Ambush and Pickpocket. Money amounts should now be more reasonable.
Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of the employee automation system and other core systems.
Bug fixes
  • Fixed a number of bugs which under certain circumstances caused the game to crash on start-up.
  • Fixed a bug that caused the game to crash when a game was saved and loaded while sending a female character on a long distance travel. Yes, it is as weird as it sounds.
  • Fixed a bug that caused the find evidence action to crash.
  • Fixed a bug that caused the game to crash when the find evidence action was interrupted before the first valid target was identified.
  • Fixed a bug that caused the portrait to not get updated when a new item is equipped.
  • Fixed a bug that caused the face you chose in the character creation to change after the game started.
  • Fixed a bug that caused the scroll bar to not resize correctly in the production UI which prevented you from hiring additional employees.
  • Fixed a bug that caused the dagger to not disappear after the eliminate action has been used.
  • Removed the button to cancel the current action for employees which have been automated in the production window.
  • Removed the amount controller UI in the market as it is not used anymore since EA 0.5.8.
  • Fixed a bug that caused some actions to show twice in the action bar.
  • Fixed a bug that caused the eliminate action to not show any feedback when the action fails.
  • Fixed pricing for Brocade and Silk.
  • Fixed a bug that prevented guards from dying of old age.
  • Fixed a bug that allowed npcs to set a building under construction on fire.
  • Fixed a bug that prevented amounts from being shown in the grove and other gathering buildings.
  • Fixed a bug that caused thieves to always steal from the same victim.
Performance
  • We improved the performance when the market UI is opened a lot.
  • Health was being updates very often so that it had a big impact on performance. We fixed this and additionally reworked the functionality so it should no longer cause such a performance loss.
Known issues
  • Currently we are exchanging all the bonuses with our new actor value and modifier effect system. That’s why bonuses of items are not shown in EA 0.5.9. It’s already in the works and you will see item effects again in EA 0.6.0.
  • We identified an issue that causes the performance to drop if a garrison is destroyed as your employees who are outside patrolling don’t get properly removed. Firing of employees who are currently executing an action outside the building is a bigger thing which we want to solve properly. We didn’t want to delay the release of the EA 0.5.9, so the bugfix will be delivered probably with the next patch.
Important information
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3. It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
What we are planning for the next patch
  • We are very excited about EA 0.6.0 because we will release character levelling with that version. So you will be able to level up your characters and upgrade their attributes.
  • We will introduce a cleaned up action bar, so it’s easier to find actions.
  • We will change when, and if, the building UIs are automatically opened when a character is selected.
  • We will also show costs on activities so you don’t get surprised anymore when going on a far distance travel.
  • We will continue to fix issues in the action system to make it less error prone.
A short outlook…
Soon we will completely change how you procreate, how your family tree works and how attributes are passed on to your children.
We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.5.9: Google Form: https://docs.google.com/forms/d/e/1FAIpQLSdfEQLOEHI...89SBQ1g/viewform Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey end the day we release the patch EA 0.6.0.

02.11.2018

Patch notes for version EA 0.5.8 (02 November 2018)
New features
  • We implemented a new detection system for all kinds of surveillance actions (eg. guarding). This updated system is used by city guards and lansquenets. The radius shown around a detecting character now reflects the actual area in which the character may perceive illegal or aggressive behavior. Circles are shown when the scanning character is selected or by pressing space on your keyboard. Inside the guard's awareness circle, illegal or aggressive behavior will be detected and, depending on the laws in the city, acted upon.
    After all potential “perpetrators” are identified a dice roll is executed against every action. Based on the outcome the scanning character is intervening or not. With that new system the overall guard gameplay should make way more fun.
  • With 0.5.8 you will now also see lots of secondary attributes in the character inspection window. These are mostly attributes that are used to influence the outcome of actions. We also added tooltips to all attributes so you can get more information on what they actually do. We intend to add more attributes in the future and also extend the tooltip information. Nevertheless we think this should already help you a bit.
  • We also added tooltips to status effects. So from now on when you move your mouse cursor over the status effect of a burning house or a poisoned character, you should get more useful information.
  • We added a new category to the action bar of characters: Usable items. In there you will find the actions unlocked by items in your inventory, like throwing a bomb or using potions. We will add more item actions in upcoming patches.
  • We further changed the way building placement works. In this iteration we removed the snapping to nearby buildings. This way the placement feels less jumpy and you should have an easier time finding the right spot.
  • We started reworking some of the usable items and actions and added cooldowns to some of them.
  • We further iterated how item prices are calculated. Before EA 0.5.8, only the original price of ingredients was taken into consideration. With the new version the current prices of the ingredients are taken into account. This results in stronger varying prices based on the market situation.
  • With the new version important texts (eg. city names, character names, dynasty names, etc.) are highlighted with different colors or font formats, so it’s easier to identify them in bigger text blocks.
New features (under the hood)
  • We continued working on fixing the way actions and interruption of actions is working. There is still a way to go but in this version action should already be more robust particularly in combination with combat.
  • Our new “actor value system” and “modifier effects” can now also be used by items and skills.
  • Right now we are also refactoring a lot of files so we can reduce compilation times. The goal is to further increase our productivity.
  • Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of the employee automation system and other core systems.
Bug fixes
  • Fixed a bug which placed building on the edge of the map if the game was saved and loaded while the building was under construction.
  • Fixed a bug that caused NPCs to remain in front in a house that they just burned down.
  • The game doesn’t react on mouse wheel input anymore if you move your mouse cursor out of the game window.
  • Fixed bug that allowed the AI to produce items which weren’t unlocked yet.
  • Fixed a bug that turned characters invisible when their houses had been burned down.
  • Fixed a bug that caused the leader to get stuck in the market.
  • Fixed a bug that allowed players and AI to upgrade level 1 businesses which are only allowed to be upgraded and placed within the city.
  • Fixed a bug that caused buildings to not show the fire particles anymore after too many buildings were already on fire.
  • Fixed a bug that caused the robber camp to have a missing texture after the building had been conquered.
  • Fixed a bug that caused the character model to not be updated in the inspection window after a new cloth item had been equipped.
  • Fixed a character model with a wrong texture.
  • Fixed seasonal impact on resources. The production times of resources that grow are now dependent on the current month of the year.
  • Fixed that the windmill is also showing fire particles when the building is on fire.
  • Fixed multiple crashes that were caused when the AI wanted to execute pickpocketing actions without finding suitable targets.
  • Fixed a bug where guard detection circles did not disappear after a guard died.
  • Fixed that not all areas of the brushwood were clickable.
Performance
  • We improved the way the game checks if an inventory has available space. The function used to do that required a significant portion of CPU time. The function has been reworked which should give you another slight increase of performance.
Known issues
  • Currently guards are really persistent and will follow your characters until they catch them. They will even wait in front of the buildings. So basically as soon as they discovered illegal behavior they will get you. We will of course change that in the future.
Important information
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3.
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
What we are planning for the next patch
  • We want to make gameplay more transparent, so we are adding a new system to give you feedback directly in the game world.
  • We will further work on the production system, so gathering businesses start working properly as well.
  • We will also continue working on how guards are spawned and respawned so the overall legal/illegal gameplay gets a nicer touch.
  • As mentioned in the last patch we will also change the way heirs are appointed in your family. This is a first step for bigger changes coming related to the player’s family.
  • Of course we will continue working on the action system to make it less error prone. As a result we hope that we will have less and less issues with stuck characters in the future.
A short outlook...
We will put the emphasis on how to manage your family and what to do with the different family members. The character development part is still a bit thin in the game and it’s something that we want to change.
We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.5.8: https://goo.gl/forms/UL80W7a3HMHcR7E42_
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey end the day we release the patch EA 0.5.9.

17.10.2018

Patch notes for version EA 0.5.7 (17 October 2018)
New features
  • Fires and diseases now have the ability to spread through the city. So be careful when you try to sabotage your competitor’s buildings, you might burn down the whole town. The put out fire action can now also be used on buildings you don’t control. This way you can secretly start a fire in a competitor’s building and then help putting it out to boost your reputation.
  • When one of your dynasty members or employees enters a neutral building or the building of another dynasty their portrait will now be shown at that building as well. This should help you to locate characters that are currently in buildings not owned by you.
  • We reworked the way you move items from one inventory to another so we can unify the system used. First we implemented drag and drop, so from now on you can drag an item from one slot to another. Before you weren’t able to release the item anymore and the icon was stuck on your cursor. Everybody who liked the click and drop don’t worry, you can still do that as well. From now on as soon as you move an item to another slot a pop-up shows up in which you have full control and detailed feedback. In the pop-up you can control the amount you want to transfer either via the slider, your mousewheel, the min and max buttons or even by directly typing the amount in the number input field. If you are buying or selling something you will see the actual costs/yields and what you will spend or earn. You can confirm a transaction by clicking the confirm button or by just hitting the ENTER key. We are really looking forward to your feedback on this particular change. Everyone who has been with the Guild 3 from the beginning may need some time to get used to the new system but we think it’s the best and fastest way to transferring items. Please provide us with as much feedback as possible on that topic. Thanks!
  • You will now be able to easily transfer items between characters that are in the same building through the building menu. Items can be dragged from one character to another, from inventory to Equipment slot and so on, try it out! The highlighting of valid slots is not working properly yet, this will be fixed in a later update.
  • Market prices don’t update instantly anymore when you buy or sell an item in the market. The market now checks stock of different product types in different intervals and updates the prices. This should make it more interesting to earn money just by trading since you can’t exploit the instant changes anymore.
  • Actions that affect the relationship to other dynasties or villages/districts can now fail and have a negative impact.
  • A lot of you requested that we add more information to the panel that shows your dynasty leader in the top left corner. So we added the avatar’s health and currently executed action to the panel. This should give you a better overview of what your avatar is currently doing.
  • Guilds are making their way to the Guild! We renamed the societies to guilds since we believe it fits the theme of the game a lot better. Right now their functionality is still the same but we also plan to rework some of them in future updates.
  • Employees you hire are now added instantly to your building. This fixes a lot of bugs related to the artificial delay. Since we thought the delay didn’t have a big gameplay value we removed it in order to make gameplay smoother.
  • We made some adjustments to how the production automation decides what to build next.. It should now also work properly for gathering businesses.
  • We have implemented some new jingle sounds. We will add many more sound effects later.
New features (under the hood)
  • We improved how NPCs execute, end, and repeat actions. This is a first step towards our rework of how we handle actions and should already fix a number of bugs connected to failing actions.
  • We also improved how characters behave once they reached the point where they want to execute an action that has been assigned to them. The old way used to get stuck more often. It’s not perfect yet but it is already less error prone than before.
  • Also, during our actions rework we refactored how characters wait on other characters to know when they are supposed to execute their action.
  • We refactored how buildings handle attributes like health or productivity so our designers can use our new systems to affect buildings as well as characters.
  • We added a “disabled” state for buttons so that buttons that are disabled don’t get replaced by images or disappear anymore.
Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
Bug fixes
  • Fixed a bug which prevented characters from triggering the working animation while they are working in a building. So from now on you should see characters working around their buildings.
  • Buildings can now only be built in the neighborhoods they are supposed to be built in. (see icons for City and Village in the construct building menu).
  • Fixed a bug where the game would crash when you try to eliminate a character that is lying in ambush.
  • The game should no longer crash when you try to click on the “more info” button for court hearing entries in your calendar.
  • Fixed an exploit where it was possible to hire an infinite amount of workers when the game was paused.
  • Fixed the blue bar in the professions tooltip in the character creation screen.
  • Characters that use the compliment action should now get stuck less frequently.
  • Fixed an issue where text would overflow the text boxes.
  • When trying to place a building there should no longer be a lag when the game calculates the placement markers.
  • Fixed a lot of instances where characters were walking on the spot.
  • The bars indicating the relationship to dynasties in the 3D World should now show the same value as the bars in the book of dynasties.
  • Fixed several bugs connected to the new automation system.
  • There should now be enough resources in the market at the beginning of a game.
  • Fixed a bug where Ambushing would create an insane amount of money when executed on neutral citizens.
  • Rogues beware! City Guards are back on patrol and will interfere with your shady business.
  • Fixed that the smoke of burnt down buildings loops forever. We also changed the particle effect to be less prominent.
Performance
  • We improved the way texts are rendered in the game. The old system slowed down the game a lot. We will now be able to add more text feedback for the game in later iterations.
  • We also improved how the resizing of text labels is handled. This should also give us some more performance boosts.
  • We have improved the way how and how often paths are calculated, therefore one of the reasons why the game gets slower over time (more characters running around) is gone. This change also removes the “micro freezes” which happened regularly.
Art
  • Adjusted some building icons in the build menu
  • Fixed texture bugs on some character models
Known issues
  • Rogue skill tree actions like pickpocketing, break into building, intervene etc. are still subject of rework and function only partially.
  • Characters in the production buildings are now animated. Some animations are still wrong (smith in the herb hut) or might lose their tools (hammer, broom) after a saving/loading a game.
Important information
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3.
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
What we are planning for the next patch
  • We want to add secondary attributes to the character inspection window and we also want to give you more information on status effects in the game.
  • We will add a new detection system to the game which makes the whole observation and identification of legal and illegal actions more interesting.
  • The placement of buildings right now still feels a bit clunky, we want to address this issue.
A short outlook...
As we are almost done with the activity system rework we will now focus our efforts on more gameplay relevant topics. One part of that will be around family and romance.-We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.5.7: https://docs.google.com/forms/d/e/1FAIpQLSfjN0EaHD0...92zgUlA/viewform Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey end the day we release the patch EA 0.5.8 .-

26.09.2018

Patch notes for version EA 0.5.6 (26 September 2018)
New features
  • There were many issues related to automatic (Master AI) and manual control of your workers and transporters, so we had to rework the entire system. With the new version you can now automate every character in a building individually. You can do that by pressing the “play/stop” button right next to the character. This way it should be much easier for you to control your businesses. The storage rules of your business will be applied as soon as at least 1 employee is automated. We are currently thinking of allowing you to enable/disable the storage rules per building. What do you think?
  • Transporters will be automated by default. You can just stop it by pressing the “stop” button.
  • You can now automate your Avatar just like an employee.
  • With the new version we also reworked the way you switch from automatic control to manual control. There were a lot of issues related to this topic before, so we had to change it entirely. In EA 0.5.6 you are finally able to stop automation of a worker/transporter by assigning a product to produce or by assigning a trade route. The user interface will instantly show that the character is now following manual orders. Automation is also stopped when you start moving your characters manually. To sum things up, you should now be able to much more accurately control your production pipeline.
  • With the new automation system we also tackled a common problem where it was not possible to assign individual item amounts to your workers. This was reworked and you are now able to assign each individual worker a custom amount of items to produce. A worker will then produce/collect the assigned item until the previously assigned amount was reached. This will give you an even more fine-grained control over your workers and the amount of items they produce.
  • With the new version we also made changes to how “good” the AI is at optimizing automation. The AI used to instantly update item prices in the market. This way it was never possible to play better than the AI controlled businesses, making the production gameplay slightly redundant, which obviously doesn’t make sense. We changed it so the AI is checking less regularly, so don’t be surprised if they don’t instantly adapt their production pipeline.
  • With EA 0.5.6 we also improved the feedback when you try to place buildings on the map. It was previously really hard to identify why a building could or could not be placed on certain locations on the map. From now on, as soon as you select the building in the construction menu, a plane with an outline is shown beneath the building that you are trying to place as well as beneath all buildings already on the map. You additionally get a tooltip right next to your cursor to explain why a building can’t be placed there. We also fixed a lot of issues related to the construction validation code (more in the bugs section of the patch notes).
  • We also changed the way pickpocketing works. The stolen amount was not actually subtracted from your victims, instead the money was just generated out of thin air - therefore you weren’t able to use stealing to harm your opponents. From now on you will deduct the actual amount from your competitors.
  • We also added that the compliment scene is only shown if you are complimenting someone and not if you are being complimented. This way you should have fewer interruptions whenever your character gets a compliment.
  • We have implemented rotation and zooming of the character inside the inspection window.
New features (under the hood)
    You will benefit from the following features in patches to come, because they allow us to implement actions, artefacts and so on more efficiently.
    • We have now enabled designers to be able to trigger notifications via the activity system. This should improve feedback and awareness.
    • We changed the UI system to support UTF16 strings which is the ground works for special characters of different languages.
    • We went over all uninitialized variables which we found in the code and are now properly initializing them. This should get rid of weird things like you encountered in previous patches (yellow/purple graphics glitch, broken building upgrades).
    Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of the employee automation system and other core systems.
    Bug fixes
    • You had to use the sabotage action twice to have an effect on a building. We fixed that.
    • Instead of the citizen title tooltip the resident title tooltip was shown in the skill tree window. That’s fixed now.
    • Employees that have been caught pickpocketing were starting to pickpocket themselves afterwards. That shouldn’t happen anymore.
    • Fixed a crash which happened when the AI Master tried to hire guards after their building was destroyed.
    • You weren’t able to assign work to employees outside of their building. That’s fixed with the new system.
    • Transporters are now selling fewer raw materials, so not being able to produce goods of higher value should happen less often.
    • We fixed several issues related to the building placement validation checks. The validation checks should now work more consistently.
    • Locked building addon icons weren’t shown anymore which was fixed in EA 0.5.6.
    • A crash was fixed which was caused by aborting a sabotage action after the target had already been burned down.
    • Sometimes characters were created without a portrait and without their respective dynasty colors.
    • Audience of a fighting scene were not moving back to their original positions after a fight ended.
    • Hiring workers reduced the set budget for automation. From now on it will only have an effect on the remaining budget.
    • The brushwood is shown correctly again.
    • Cats aren’t white anymore in the higher LOD levels.
    • A wider range of special characters in texts should now be shown correctly.
    • We fixed that after loading a saved game some AI functionalities were not called correctly again and therefore wouldn’t be executed anymore.
    Performance
    • We did another round of performance profiling and identified a few bigger issues which will be fixed in the next version.
    Art
    • All buildings should have new icons now which fit better to the building menu and new HUD.
    • We added cloud shadows that are moving over the map so it makes the world feel more alive. Currently we are still tweaking the intensity of those shadows so the appearance may change in the upcoming patches.
    • The sun is now moving again, so the shadows of objects wants to shift with the day and night cycles, thus adding to the atmosphere in the world. There is a known issue that the shadows flicker on some graphics cards. We want to work on that along with making the shadows look more natural in a future patch.
    Known issues
    • The first time you confirm the name of a building you want to construct the game is stuck for a very short time. After that first loading of building boundary boxes it should work fine.
    • Automation: When an automated character’s current action is interrupted it happens that the automation and the current action are stopped. We know that this occurs with the compliment action for the main character as well as with attack actions for other characters. We are on it and work on improving these situations.
    • Automation: When your main character is automated their selection circle might flicker between golden and blue.
    • Automation: In gathering businesses the AI tends to prefer producing and selling raw materials a lot. We are working on balancing this out.
    Important information
    If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3.
    It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
    What we are planning for the next patch
    • We will focus on improving the text rendering as it’s impact on the performance is way to big.
    • We will further focus on fixing the underlying action system which still leads to stuck characters after they have been interrupted.
    • We will additionally work on how to transfer items and fix the broken drag and drop system.
    • As already mentioned we will also work on improving and fixing existing character actions.
    • With the upcoming version, fires and diseases will start to spread.
    A short outlook...
    In the upcoming versions we will focus on the secondary attributes of characters and how they will affect character activities.

29.08.2018

Patch notes for version EA 0.5.5 (29 August 2018)
New features
  • With EA 0.5.5 we changed the HUD almost completely. We hope that you find the new arrangement of the HUD elements more comfortable.
  • We've moved the portrait of your avatar - it lead to irritations, because the position of the portrait was similar to where the currently selected character is displayed in other games. In the upper left corner you now find all functionalities which relate directly to your dynasty. Many of you assumed that the XP bar showed the experience of your avatar, but instead the XP bar shows the experience of your entire dynasty. To make its meaning more obvious we placed the crest of the dynasty, the XP bar, your dynasty's title in roman numbers and your money in the top-left corner. Additionally you have access to the skill book, the diary and the statistics. You can open your family tree by clicking on your family's crest.
  • Selected objects (characters, buildings) are displayed at the bottom left from now on. When you select a character, you will see his/her current activity near the the portrait. Next to that, you will also find all the available actions for the selected object.
  • Several of you asked if we could change the selection system so that there mustn't always be a selected object, and we changed that with this patch. If you from now on left-click somewhere in the world, you will release your current selection. In order to make it comfortable for you to access your avatar at any time you can simply click your avatar’s portrait - or simply press the "C" key, like before. A white outline shows you if the character is selected.
  • With this version we introduce a brand new character inspection window. You can access it via the "i" button next to the selected character and via the “i” key on your keyboard (if the selected object is a building, then the "i" key and button open the production or trade menu). In the inspection window you can see the equipment, attributes and other details at a glance. We will add more values in the future. And we will implement that you first need to spy on someone before you are able to see what is inside their inventory. We hope that you like the new and well-arranged character inspection window.
  • In the upper center of the HUD you find all options which are related to your opponents and/or with the city: Questbook, Book of Dynasties, Book of Societies and City Records.
  • We have changed the time display and the display of the game speed in the upper right, so that it needs less space. When you pause the game the display blinks in red. You can find the name of the scenario map on which you are playing by opening the area map.
  • The size of the button that opens the "erect building" menu has been reduced and moved to the bottom right, next to the compass.
  • When you use actions with a cooldown you can now see the remaining time until you can use the action again.
  • The scenario map "Vienna and Presporok" has been optimized regarding performance. The map itself will be re-worked in a later patch.
New features (under the hood)
You will benefit from the following features in patches to come, because they allow us to implement actions, artefacts and so on more efficiently.
  • We are now able to implement status effects, both temporary and permanent. Status effects are affecting the status of a character, e.g. a disease changes the character status from "healthy" to "ill", with a wide range of attribute modifiers.
  • The new system allows us to create effects with duration related impact. For example, we can have "healing over time" for potions and "damage over time" for poisons.
  • We are now able to trigger effects in multiple ways. For example, a disease can have different temporary effects or a poison can permanently reduce the character’s movement speed.
  • With the new activity and effects system we can now define critical successes and critical failures for actions. Meaning, that some actions may have grand successes or dramatic failures in the future - depending on your character's skills, on the skills of the target and other circumstances :)
Bug fixes
  • Fixed a crash when an AI dynasty tried to compliment a citizen.
  • Fixed a crash when you clicked on the dead leader of another dynasty in the Book of Dynasties.
  • It was possible that the game crashed when you clicked with the right mouse button in the main menu.
  • From now on, tooltips should only be displayed when they are supposed to be displayed.
  • Ships and horse carts will change their direction more smoothly now.
  • The confirm button is always displayed from now on when you build a new building, except if there's no name in the input box.
  • Fixed a bug where on some maps certain businesses could not be built, even though all the requirements were met. This fix only works on new games, if you have a savegame with this issue it will still persist.
  • Fixed an issue on the Magdeburg map where Characters would have issues entering the mine and the grove north of the city.
  • The purchasing habits of citizens has been adjusted. From now on you should find more resources in the market and the price evolution for items should be improved.
Art
  • The following buildings have been optimised and were given 3 additional LOD-levels.
  • port
  • marketplace
Known issues
  • Some of the building portraits do not yet fit properly into the new selected building portrait display.
  • Character models in the inspection window do not get updated when they change clothes.
  • Character portraits sometimes need a few seconds before the portrait of the character appears after a game has been loaded
  • When you keep a building which is under construction selected until it is finished, its action bar is not present until you select another building and then the new building again.
Important information
  • If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3.
  • It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
What we are planning for the next patch
  • We will improve the process of erecting new buildings, incl. the search for a building plot.
  • We will implement a new AI master system for automating your workers and transporters in your businesses.
  • We will continue our efforts to optimize the current AI in order to reduce the possibility that AI characters got stuck in endless loops.
A short outlook...
Our designers will start to repair and finalize actions and artefacts as well as implement new ones.
We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.5.5: https://docs.google.com/forms/d/e/1FAIpQLSdqdSSv9D8...YBCiliA/viewform Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey end the day we release the patch EA 0.5.6 .

09.08.2018

Patch notes for version EA 0.5.4 (09 August 2018)
New features
  • As announced, we have taken a look at the issues behind poor performance and inefficient memory usage when loading and playing savegames. We have now improved memory usage patterns which should result in shorter loading times and better performance in general (in particular when playing for extended periods of time and after loading savegames) in EA 0.5.4.
  • To further improve performance, we have now implemented that only characters which are currently in the field of view of the camera are animated and not as before, every character on the map.
  • Up until now, the amount of available products in the market hardly had an impact on price development. This has now been changed, so you should check more frequently if prices have shifted and if you need to optimise your supply chains. As part of these changes we have extracted many economy-related parameters from the code so that we can iterate more quickly in the future when it comes to the in-game economy.
  • The re-work of the visualisation of selected characters is completed as of EA 0.5.4. You will now see a small bluish circle around all your characters. The circle of your dynasty leader will be gold-coloured. When you select one of your characters, the white circle will be highlighted more visibly. It should therefore now be easier to identify and select your own characters, especially within larger crowds.
  • Character portraits which are displayed above buildings now display the profession and dynasty affiliation of a character. This should make it easier to select the correct character.
  • The colour of the clothing in character portraits now also correctly reflects the dynasty colours. In order to reinforce this effect, we have replaced the blurry dynasty coat of arms in the background with the dynasty’s colour. Furthermore, we have adjusted the angle and distance from which character portraits are taken.
  • When losing a game, it is no longer necessary to quit the entire game in order to begin a new one. Instead, you can now load a savegame or simply return to the main menu.
  • Several maps have been re-worked in order to improve, performance as well as economy, available space for new buildings and arrangement of city districts. The following maps have been revised so far:
    • Magdeburg
    • Augsburg
    • Visby
    • Paris
Bug fixes
  • Employees who are being controlled by the master AI will now immediately resume their activity after a savegame is loaded.
  • Transporters will now resume their previously defined trade routes after a savegame is loaded.
  • AI-controlled dynasties previously only reproduced if a marriage partner was already defined at the start of a scenario. Dynasties without marriage partners did not work towards achieving marriages, therefore leading to their eventual extinction. We have now implemented changes which will result in the AI socially interacting with other characters (paying compliments, entering relationships, marrying). The AI is currently not yet acting towards greater strategic plans when doing so, but this fix is merely the first improvement and we aim to continually improve this behaviour with upcoming updates.
  • Characters should no longer get “stuck” as often when attempting to interrupt another character. The causes of this bug were particular distances and angles between the two characters.
  • Abilities which interrupted the activity of NPCs will no longer interrupt their other routines. NPCs that just loiter around should therefore appear less frequently.
  • The building menu of level 2 and 3 businesses should now open with a double-click on the building, as is already the case with level 1 businesses.
  • Deceased characters will now no longer appear in residential buildings.
  • Characters watching juggling performances will now no longer stand inside each other.
  • The shadow calculation was improved so that shadows shouldn’t be cut off very close to the camera anymore.
  • The white outline of selected characters should now also include their backpacks.
  • Several texts were corrected, e.g. for henchmen, innkeepers, and news concerning the hospital and far distance travel.
Art
  • The following buildings have been optimised and were given 3 additional LOD-levels:
    • alchemist levels 1 - 3
    • barracks levels 1 - 3
    • warehouse
  • Additionally the roof colour of all residential buildings without thatched roofs has been changed, thus making them easier to distinguish.
Known issues
  • Certain barrels are currently missing textures.
  • There are some errors in the behaviour of AI-dynasties which can lead to AI characters not finishing certain actions under specific conditions. We will continuing working to fix that system.
  • In very rare cases you may get a crash related to missing items in a save game. We already found the issue and will fix it.
Important information
  • If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3.
  • It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
What we are planning for the next patch
  • A re-work of the HUD, making it easier to understand, navigate and find information.
  • Based on community feedback, we want to change the rules according to which the player avatar is selected.
  • We will complete the refactoring of the skills system in order to allow our designers to begin repairing, improving and iterating on character skills.
A short outlook...
We will shift our main focus to character skills and improve the construction of buildings.

02.08.2018

Patch notes for hotfix EA 0.5.3.1 (2 August 2018)
Since 0.5.3 the AI has started to act more actively. They manage, build businesses and also have ambitions for offices. As a result, unfortunately, problems have occurred that have led to crashes. As they unfortunately occurred very "randomly" (more on that below), we did not have these crashes internally in our tests. We would like to thank you for pointing out the problems and for taking the time to send us the save games. This allowed us to find and fix crashes caused by the AI changes.
Bug fixes
  • The game no longer crashes when a building burns down while a character wants to bring goods to that building.
  • The game does not crash anymore when certain animations are to be played by guardsmen.
  • The game will no longer crash if the residence or business of a character is destroyed.
We hope this will improve the experience for you again. Thanks again to all for the help!

30.07.2018

Patch notes for version EA 0.5.3 (30 July 2018)
New features
  • We analyzed the current pathfinding system and ultimately decided to revise it completely. As you may have guessed, this intervention was not trivial, since pathfinding is related to many other systems (such as actions, NPC behavior, and AI). Many of the bugs that currently cause characters to stand motionless on the streets are not related to pathfinding. Nonetheless, we ask you to pay close attention to the new pathfinding.
  • With the new pathfinding system, characters try to side step. But if that's too much of a detour, characters move through others. As you can see in the game, pathfinding is much more natural and fluid. Another positive effect is that characters should not push each other anymore.
  • As you have probably noticed, in the past it was often not possible to send the character to certain places on the street. This problem has occurred especially often at intersections. As part of the conversion to the new pathfinding system, we have now corrected this. You should now be able to move your character anywhere on the streets without any problems.
  • One point that we have also improved with this version is the use of actions. As soon as an action is selected, the corresponding action icon is now displayed next to the mouse cursor. If you move the mouse pointer over an invalid target, the icon will be crossed out and a text will appear that explains why the target is not valid. At the same time, we have replaced the previously too-large tooltips of characters and buildings with smaller ones, as these often had hidden important elements in the HUD and were obstructing the view. Now it should be much easier for you to find a valid target for an action and then to select it.
  • With this patch you can now get important information about dynasty characters right in the world: names, dynasty crests, the favor of your dynasty, the status of the character within the family, and the office. Employees are displayed only with the coat of arms of the dynasty. We think that the new "plaques" are very helpful, but you want to give you the freedom to decide for yourself: in the options you can set whether you want to see the "plaques" on characters, buildings, both or not at all. Furthermore, you can set whether you want to show the "plaques" only for your own dynasty or for all dynasties.
  • We have reworked the system, which generates the water reflections and thereby among other things improved the performance. Furthermore, we have significantly improved the creation of the minimap when loading a scenario map, which has also shortened the loading times.
Bug fixes
  • The game no longer crashes when certain characters can not be displayed.
  • The game no longer crashes when you equip your characters with carts.
  • We finalized another set of bug fixes and improvements for AI controlled dynasties:
    • AI controlled dynasties should now be able to build businesses.
    • AI controlled dynasties should now also buy building extensions for businesses and upgrade their buildings if they meet the requirements.
    • AI controlled dynasties should now have stronger ambitions to expand their businesses, build new businesses, and compete in public office
  • The Master AI is now able to “have work” for all employees over a longer period of time. To achieve this, the following problems were solved:
    • The budget that the AI ​​has available now depends on how much money the dynasty has.
    • The AI ​​now changes the production orders of the employees when the raw materials have gone out.
    • The AI ​​for the transporters has been revised and should now be less error prone.
    • The problem with invalid products should be fixed
    • Building levels 2 and 3 have been adjusted slightly to ensure that there is enough space for all raw materials of high quality products without the purchase of additional inventory slots.
    • The prioritization of which products the Master AI produces has been optimized
  • If you switch the operation from automatic (Master AI) to manual, products are no longer placed in different storage slots.
  • In some cases, transporters have not picked up the right items, even though they should be transported. This should now be solved.
  • If more than one employee produces the same product, they will no longer be placed in different inventory slots.
  • Different names for new buildings are proposed again.
  • If special characters occur in a building name, which can not be displayed, then the building can be built anyway.
  • The calculation of text lengths has been corrected to allow the size of the background texture of tooltips to be automatically created. Tooltip texts should therefore no longer be cut off and also displayed correctly centered. Furthermore, many texts that were previously shifted too far up or down, should now be properly aligned. Please keep your eyes open for further texts whose alignment we may need to correct.
  • Characters no longer crash through bridges in certain places.
  • Characters can now attack characters preparing for a ambush.
  • Many characters (NPCs) did not move because they had been waiting for some action. This should now occur less frequently.
  • Characters participating in interactions, like conversations or a fistfight, will now play the correct animations.
  • Carts can now drive on all roads. This fix solves some horse cart and market issues. In some cases it does not look perfect yet, but we chose this step so that characters do not get stuck just because they are equipped with a horse cart.
  • We have made several corrections in the localization system, which now displays a large number of missing names and labels within texts correctly. In most cases these were names of characters, buildings and measures. Please see if you notice any missing text.
  • The buttons in the character creation should now all be displayed even at lower resolutions.
  • The scroll bar in the overview of items when creating trade routes now works correctly.
  • When changing the main residence your family members in the previous home building will move now to the new one.
Art
The following buildings have been optimized and each provided with 3 different LOD stages:
  • Herbs hut
  • Apothecary 1 to 3
  • Scholar 1 to 3
  • Hospital 1 to 3
  • Robber camp
  • Cathedral
  • Well
  • Quarry
  • Mine
  • Lumberyard
  • Grove
  • Cemetery
  • More city walls and towers
Known Issues
  • Larger objects such as ships and horse carts are still wiggling when they try to dodge each other.
  • If you attack characters that are lurking for an ambush, they will most likely start another counter attack after the fight is over. At the moment this is a bit too common. Please let us know how you see it.
  • Crowds of NPCs sometimes overlap one another right now. This mainly affects horse carts. We’ll checking that issue.
  • In some cases NPCs may still get stuck when they are being interacted with. This is also the case in previous versions and does not have its cause in the pathfinding changes. We just wanted to mention this, so you know it does not have to be reported.
  • Currently, NPCs fight each other very often and do not shy away from kids. We will adapt this.
  • Children are currently trying to sit on benches. Since they have no animations for them, they stay on the bench and move in the state. The same applies to fighting.
  • Character plaques adjust their length only to the name of the character, but not to its political position (e.g. mayor).
  • If you still have other problems with the new pathfinding, please create a bug in Redmine, describes the situation, the location and attach the score to the ticket. So we can look specifically at the problems.
Important Information
Due to the changes to the pathfinding system old save games are not compatible anymore and loading an old save game will lead to errors.
If you have tr
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
What we plan for the next patch...
  • We want to fix the bug that causes AI-controlled NPCs to stop working after being interacted with.
  • Through various measures we want to reduce the loading times of scenario maps.
  • We want to further improve the performance. With special attention to savegames, which are stored / loaded.
A short outlook...
As already announced, we are currently working on rebuilding the action system for our designers so that actions and items will be easier to create in the future. This is a big change that will keep us busy for a bit longer. We hope to be able to create gameplay elements faster in the future.
Your feedback is important to us!
We would greatly appreciate it if you have time for the following quick poll about the changes in patch EA 0.5.3: https://goo.gl/forms/rISNQ1F1V1V4ZBQ73
Please note: We do not collect any data other than your feedback - it remains completely anonymous. This poll ends on August 8, 2018

04.07.2018

Patch EA 0.5.2 (4 July 2018)
New features
  • Titles can no longer be unlocked purely with XP, but the player must also be able to afford the gold price of the title. This means that with version 0.5.2 costs are incurred if you have met the XP requirements for a title and would like to obtain it. The current costs are to be seen as a first iteration of balancing title costs. We appreciate feedback.
  • Previously, it was difficult to distinguish Dynasty characters from traditional NPCs. The result was that you constantly had to mouse over characters to find out whether a character is a dynastic character or not. To improve this situation, we have incorporated a feature that colors certain parts of the characters' garments - the color corresponds to the dynasty's coat of arms. As part of the changes, we have removed the ability to manually change the color of clothing. Please note that we have of course tried to use large, prominent areas. For some armor we decided not to color it.
  • The same problem also affected buildings in the game. It was not clear which dynasty owned which building. Here, too, players had to click on the building or move their mouse over it to get the relevant information. For this reason, we have now introduced flags on the buildings, which show the coat of arms of the dynasty in possession of the building. To get a bit of variation, the number and location of flags displayed on buildings is randomized. With this feature, it should now be easier for you to distinguish important from less important buildings.
  • As the variation of the character life expectancy was not strong enough, we've changed the system that calculates character life spans. The natural life expectancy of dynasty members is now between 55 and 89 years and that of ordinary people between 40 and 89 years.
  • Employees and transporters all looked very similar and the building they worked in did not affect their visual appearance. With the new patch the look of employees depends on their profession. Right now we are mainly using already existing character models. In the future, we will expand the visual diversity of the characters in professions even more so that it will be easier to distinguish them on the street.
  • In 0.5.2 we are also introducing that employees can only work in other businesses of the same profession. Although employees can still be sent to their own non-resident businesses, they no longer appear as employees. If you run your business automatically, then the AI also uses employees who are currently in another building.
Bug fixes
  • The AI now produces different products, depending on market prices. This fix has a big impact on how markets are filled and frequented.
  • If you destroy a building while it is being upgraded, the scaffolding will now be properly removed.
  • If you upgrade a building to the next building level, then the outline is drawn correctly around the whole building.
  • The outline is now displayed correctly around the scaffolding and the conquest flag of a building.
  • The building level is now displayed correctly in the building menu.
  • If you spy on a building you can see all the information now even if you open the building menu via the building.
  • If you played the game over several years, the entire city population got older, since no new characters were created. Of course, this bug had a big impact on the whole gameplay, because the city would eventually die out. We have fixed this now and a city should have natural generation changes. While we began to fix the bug of the city's age issues, we were able to identify more bugs related to aging and life cycles.
  • Many characters in a running game died a long time ago, and forgot to actually drop dead. They then instantly died when you got them married... We fixed that now and characters who die because of age will be removed correctly. This also has an effect on the performance in the game, as previously dead characters remained in the game, consuming processing power.
  • If a character with a market cart dies, the cart will no longer remain on the road.
  • Businesses that are not operated by a dynasty didn't replace dead employees. With the new version, these businesses now hire new employees.
  • If an employee of a dynasty dies because of old age, then the player no longer loses all his buildings. Please note: If you load an old game in which the bug was present, it can lead to poor performance / freezes when starting the map. This is because the game must go through the entire population to clean up these "zombie" characters and create new characters.
Art
The following buildings and walls have been optimized and provided with 3 additional LOD levels.
  • Graveyard
  • Grove
  • Towers on city walls
  • City gates 1 to 3
Known bugs
  • The character portraits do not show the correct dynasty colors yet. We will address that in one of the following patches as we revise the portraits.
Important Information
After installing the latest patch, your previously saved games may no longer appear in the menu because the game recognizes them as "incompatible". If you have trouble loading or saving, then you can try to delete all files from the "Games" folder in the installation path of The Guild 3. It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
What we plan for the next patch...
  • One of our major goals is to completely replace the current path-finding system in the game. In this context, we also want to solve many bugs that can be attributed to the path-finding system.
  • We also want to add better feedback why some abilities cannot be applied on wrong targets.
  • Furthermore, we want to provide more information on characters directly in the game world.
  • In addition, we will also start to optimize performance and loading times.
A brief outlook...
In the patches after that we want to take care of the ability system in the game. For this we want to fundamentally change the way skills are created by our designers. The goal is to be able to create content related to character skills faster in the future.
Your feedback is important to us!
We would greatly appreciate it if you have time for the following quick poll about the changes in patch EA 0.5.2: https://goo.gl/forms/7xp0KA0yxD1Svbeg1
Please note: We do not collect any data other than your feedback - it remains completely anonymous. This poll ends on July 15, 2018

20.06.2018

Patch EA 0.5.1 (20 June 2018)
New Feature
  • The tall buildings and lush vegetation often obscure characters, often causing players to lose focus on important events in the city. In addition, one has to constantly rotate the camera to keep the tracked character in view. To solve this problem, we have added a feature that makes the vegetation and buildings transparent if the object is close to the camera. There are a few buildings that hide earlier than they should, but most of them work very well.
  • We've implemented a highlight shader which highlights hovered characters or buildings. This feature should make it easier for you to see whether an object can be interacted with or not.
  • Now, if you use actions that require a character or building as a target, then valid targets turn green and invalid targets turn red when hovered. This makes your search for a valid target much more comfortable. In future patches we will also revise the feedback texts that are displayed if you have a valid or invalid target under the mouse pointer. Please note that we still need to revise some measures so that the targets are all correctly colored and the correct feedback text is displayed. We will fix that in a later patch.
  • One problem area that both we ourselves have noticed and which was also present in your feedback is that it is sometimes difficult to determine what/who is currently selected. As a first step, we have now implemented that when you select a character or building, a white outline is drawn around the selected object. To be consistent we removed the green highlight for selected buildings. The farther the camera is from the target, the larger the outline appears. That should also make it easier to determine at long distances what is actually selected. The outline is only drawn over visible objects, which can sometimes seem strange in trees, but otherwise fits better into the picture. If you deem the behavior with trees as very negative, we already have some ideas how we could solve that. Please let us know.
  • If your avatar or one of your employees has no task, then it has often been difficult to notice that. Therefore, we have a new feature built in: on the right edge of the screen you will find the button "show idle characters". If it is grayed out, then you do not have to act. However, if this is not the case and a number is displayed next to the button, then you know that one or more of your characters are currently without a task. If you click the button, you will gradually be able to call all these characters and assign them a new task. In order to prevent the button from lighting up whenever, for example, a worker has just run out of raw materials and the new raw materials have not yet arrived at the business, we have implemented a delay until a character is listed as "idle".
  • When you select a building, you will see the name of the building and the owner's coat of arms. If the building is in your possession, then additional portraits of all characters in the building are displayed. You can also directly select the individual characters by clicking on their portrait. The selected character then shows a white outline (consistent with the selected characters and buildings). This should make it much easier for you to get an overview of family members and employees. One more tip: To see which characters are in an opponent's building, you have to spy on it.
Fixes
  • Fixed several crashes caused by using startup parameters in Steam.
  • The game could crash while you are constructing a building, if certain decoration objects were present on the ground. This should not happen anymore.
  • Under certain circumstances, the folder for save games wasn't created during the installation of the game. This could either lead to a crash or the game not being saved. From now on, the folder for save games should always be created automatically.
  • We have resolved several issues related to saving and loading saved games. Among other things, the saving process should no longer lead to a crash. Important: The saving process may take a while. In this case, please do not click with the mouse, otherwise it may happen that Windows closes the program because it thinks it is frozen. We are already looking at this and hope to find a solution soon.
  • Several memory leaks have been fixed, which has a positive impact on the performance especially later in the game. We will continue to optimize this.
  • If you have more than 40 saved games, the save window is now displayed correctly.
  • The saving window is not shown behind the list of save games anymore.
  • It could happen that the characters on bridges completely disappear, this should be fixed now.
  • If you follow a character with the RTS camera over a bridge, the camera does not move under the bridge anymore.
  • The selection system has been revised: Especially if you had changed the angle of the camera, often characters or buildings were selected behind the object, which you actually wanted to select. In general, the selection behavior should now be much more precise and faster.
  • Tooltips that partially or completely cover buttons should no longer prevent clicking on underlying buttons.
  • Tooltips of the environment map and for changing the camera mode are no longer below the according buttons.
  • The camera icon on the map now also moves correctly in "Free Camera" mode.
  • If you move the mouse cursor over a character portrait, the camera does not automatically center this character.
  • You can now select transporters again via the transporter window. You can now also select the building if you click on the building name in the same window.
  • The music when playing as a rogue is now played correctly.
  • All options of the warehouse are available again: hire and fire transporters, statistics, sell and destroy building and purchase building upgrades.
Art
  • The following buildings and walls have been optimized and 3 additional LOD levels have been added. The performance should be a lot better than before, especially when you are looking over the city in a flat camera angle:
  • all 4 Houses
  • all 8 Citizen Houses
  • all 5 Mansions
  • Windmill
  • Farm level 1 to 3
  • Bakery level 1 to 3
  • Butcher
  • Tavern level 1 to 3
  • Crude Craftsman's Hut
  • Smithy level 3
  • Stonemasonshop level 1 to 3
  • Carpentershop level 1 to 3
  • Tailorshop level 1 to 3
  • Thieves' den level 1 to 3
  • City Church
  • City Walls
  • City Gates
  • To make the differentiation of building types easier, we will successively change the roof textures of all buildings: houses: orange shingles, businesses: bluish shingles, public buildings: grayish shingles.
Known issues
  • Some players have reported that they can not start the game anymore. We have an idea of why it might be and will look at it.
  • The building construction mode is unfortunately not yet optimal: under certain circumstances, a building is erected at a location other than selected.
  • Hiding buildings and vegetation, when the camera is close to the object, currently has the unwanted effect that mountains are hidden and you can see the unprocessed level underneath. We will gradually revise the maps, so you will not have this effect anymore.
Important Message
  • After installing the latest patch, your old saved games will possibly no longer be shown in the menu due to the reason that the game recognizes them as "incompatible". If you have problems with loading or saving, then we recommend deleting all files from the folder named "Games", where all of your saved games are stored.
  • It is possible that some of the issues that you encounter but other players not, are causes by missing or corrupt files. In this case it may help if you do the following: open "The Guild 3" in your library and then click on "More" -> Manage Installation - Verify / repair
What we plan to do for the next patch...
  • For certain titles you will not only need XP but also have to pay money.
  • We will bring a small update to the economy: Several bug fixes should ensure that the AI management of businesses produces a wider range of products, thus better serving the market. Additionally we will re-work how the AI will handle working places which are unlocked via building upgrades and how the AI restaffs after a worker died.
  • As announced, we want to implement visible recognition and differentiation of dynasty characters, employees and buildings using clothing colors and coats of arms on buildings.
  • We will also add that employees look different depending on their profession. We will have changed only some of the characters but we will update more in the future.
  • Among other things, we will fix the error that you can still use employees with the wrong profession as a worker in another business.
  • Currently, the lifespan of characters is very similar. Our goal is that life spans are significantly different. The natural life expectancy of dynasty members should then be between 55 and 89 years, while non-dynasty characters will have a natural life expectancy between 40 and 89 (later on, diseases, toxins, injuries and items like the Elixir of Dr. Faustus will affect natural life expectancy)
  • In general, we will look at and fix issues related to the aging and dying (of age) of characters.
A brief outlook...
  • The next major priorities are to correct the error-prone pathfinding and to further improve performance. We will also continue to make further changes to the character controls and feedback.
Your feedback counts!
  • If you can spare some time for the following little survey regarding the changes in patch EA 0.5.1 you would help us a lot: https://goo.gl/forms/3vjmM93EQXUeoCbt1
  • Please note: we have no intents of collecting data other than your feedback - you remain completely anonymous. This survey ends on July 1st, 2018.

05.06.2018

Patch EA 0.5.0 (05 June 2018)
New Feature
  • We implemented a new camera system that allows you to quickly zoom to points of interest by zooming where the mouse cursor is pointed to. Additionally, the camera is rotating around a focus point, similar to classic RTS cameras. Now it should be more comfortable for you to switch between close-up investigations and getting back a nice overview.
  • As tastes are different, we provide you with an additional camera mode: the free camera! This mode allows you to freely rotate the camera on all axes.
  • You will be able to switch between the two camera modes via a button above the area map button.
  • To avoid creating the feeling of being stuck in the floor we added another smoothing feature to the camera. Now, the closer you get to the terrain the more the camera is inclining, similar to how it was done in The Guild 2.
  • The new camera system is now also independent from the frame rate, so frame rate drops should be less recognizable.
Fixes
  • One of the major problems with the UI was tackled: some areas of the user interface, where invisible/disabled elements were located, were catching mouse input which lead to several bugs (e.g. characters couldn't be sent to locations on the edge of the view). A lot of changes have been done to the system, so now you should be able to click through UI elements that are hidden.
  • Another issue that was related to it is probably known by everybody too well: if the mouse-wheel was used to scroll in a window (e.g. the market menu), the game camera was also zooming. This shouldn't happen anymore due to our refactoring. Though if you want, you can move the cursor out of a window and be able to zoom.
  • Camera fixes: we added a very short delay window when you are trying to pan the camera with the right mouse button. This should fix the issue that if you wanted to move the character the camera was moved instead. Also, moving the cursor to the edge of the screen now pans the camera much smoother.
  • The process of loading a scenario map or a saved game now ends after the scenario is finally initialized and it is faster than before. The introductive narration and camera flight at the start of scenario maps will be reworked in one of the coming patches.
  • Beside dozens of minor bug fixes, we as well solved a large number of bugs with negative influence on the performance - the performance will still be one of our main focuses in question of bug fixes in the next patches!
Art
  • To further tackle the performance issues additional level-of-details are created and added for buildings and props. You should barely be able to spot the difference but at a certain distance the number of polygons per building is reduced. The following models have already been changed:
    • all 4 farmers houses
    • smithy level 1 and 2
  • We took your feedback about the Depth of Field (distance blur) effect in the world view seriously and decided to change it. We are aware that shadow glitches are more prominent now and will remedy that in a future path. The field of view is clearer now and we think it fits much better than it was before.
Known issues
  • By refactoring the input system of the UI a small issue was introduced: in some cases if you are hovering a character portrait with the mouse pointer while another character is selected, the camera will focus on that character in the game world. We are currently on it to fix that.
Important Message
  • After installing the latest patch, your old saved games will possibly no longer be shown in the menu due to the reason that the game recognizes them as "incompatible". If you have problems with loading or saving, then we recommend deleting all files from the folder named "Games", where all of your saved games are stored.
  • It is possible that some of the issues that you encounter but other players not, are causes by missing or corrupt files. In this case it may help if you do the following: GOG Galaxy -> right click "The Guild 3" in your library and then Properties - "More" -> Manage Installation - Verify / repair
What we plan to do for the next patch...
  • The basic character controls and management of all characters (incl. employees) in the dynasty: right now, we see that there are issues to keep an overview on the location of your characters and whether they have something to do or not. We want to introduce an easy access to the employees in your businesses and we will also introduce a feature that allows you to monitor and switch between your idling characters.
  • The general controls and feedback related to objects in the game world: right now, the feedback related to what can be selected and what can't is not enough. We want to introduce feedback directly on the objects in the 3D world so it's easier to see what can be interacted with.
  • The occlusion issues with characters in the world: currently the vegetation and general big structures are easily occluding characters. We are currently working on a system that increases the transparency of occluding buildings and props (i.e. trees). To avoid any bigger impact on the performance we may introduce an option in the options menu, which allows you to decide whether you want to use the feature or not.
  • More level-of-details: for possibly another 20 buildings the level-of-details will be done. This way the performance should also get better with every version.
  • More bug fixes.
A brief outlook...
  • In the near future we plan to jump on the topics "title and progression system" (more requirements for higher titles than just xp) and "better visualization of dynasty characters, employees and buildings" (with the dynastie's colors and/or crests) and "better visualization of employees" (with specific character models), so it will be easier to differentiate important characters and buildings from non-dynasty characters.
Your feedback counts!
  • If you can spare some time for the following little survey regarding the changes in patch EA 0.5 you would help us greately: https://goo.gl/forms/gPDOdhqrHolf0gRI3 Please note: we have no intents of collecting data other than your feedback - you stay totally anonymous. This survey ends on Sunday, June 17th 2018.

08.05.2018

Patch EA 0.4.13 (08 May 2018)
New Feature
  • Scenario map: Barony of Birmingham
Stability Fixes
  • Fixed a crash that was caused by double clicking the top of the window when in windowed mode;
  • Fixed a crash that was caused by selecting the "dynasty trade" action while a member of the dynasty had died;
  • Fixed a crash that was caused by initiating a trial where the evidence did not specify the location of the illegal action;
  • Fixed a crash that could occur while the player's character was married & attempted to change residence;
  • Resolved a crash that could occur by selecting the "fast forward" option immediately after a saved game was loaded;
  • Resolved a crash that was caused by carrying a Dagger in the player's inventory;
Fixes
  • Fixed multiple issues which related to selecting an appropriate location for constructing new buildings in the game world;
  • Resolved an issue where a mountain could "vanish" if a building was constructed at the intersection where a mountain & an available site for construction were connected;
  • Character Creation Menu: Resolved an issue that would allow the player to have an unlimited amount of attribute points by selecting the reset link;
  • Resolved an issue related to trading a vote in "dynasty trade" where the message "the trade is no longer valid" & the trade was cancelled even though it was still valid. This should no longer happen;
  • Improved the AI concerning its reactions to political propositions. It will make a choice instead of always refusing;
  • Multiple improvements with the AI in relation to how it manages the production of items;
  • Resolved an issue where a NPC would no longer move since they were looking for a bench to sit on. This was caused by an issue with collisions;
  • Items in the front store can now only hold items that are produced by the type of building. Therefore, cookies cannot be in the front store of a smithy;
  • If the player is unable to upgrade a building, the reason will be displayed when the mouse cursor is placed above the button "Upgrade Building" in the production window;
  • Medicus now plays the correct animations;
  • While in jail, a character can no longer apply for an office position;
  • The action panel will now be displayed in the bottom center in all scenes except for the Medicus scene. Consequently, the player can leave a scene & will not be stuck in the scene;
  • A character's action which is in progress will no longer be cancelled when selecting the actions: put building on sale, make offer on building or destroy building;
  • After choosing an action, the player's character will remain selected after selecting the target;
  • Resolved an issue that would render a character invisible, if he/she was attacked while inside a grove, brushwood or cemetery;
  • Fixed an issue where the action to change to a new residence was disabled. This should no longer be the case;
  • Adjusted the control of "zoom in/out" functionality while navigating in the area map window;
  • When changing residence, the cost will be 200 coins as intended as opposed to 400;
  • General improvements concerning the transfer of items;
  • Resolved an issue where buildings that were on sale were not purchasable;
  • Character's will run instead of walking when carrying out the action "Sabotage";
  • When changing clothes via equipping another type of garb while riding a horse, the horse will no longer be detached from the character;
  • Employees reaping herbs will now wait to drop off their items if the storage of the business they are connected to is full;
  • When a dynasty dies out, their buildings belong to the city and can be purchased;
  • The increments of playing speeds were slightly adjusted in order optimize the frame rate;
  • Buildings can no longer be built on narrow streets since carts could not access them;
  • Character Creation Menu: Only one voice will be played at a time;
  • Resolved an issue which would teleport the player's character to their residence or market by selecting the "Go Home" or "Go To Market" actions. This should no longer occur;
  • For some reasons, it was not possible to send the application to be considered as new Sovereign to the Monarch once the player became a noble;
  • Fixed an issue where the player could not adopt an orphan after the player already had 6 children, but some had passed away. Now, the game recognizes the children that have died & will let the player purchase a child. The maximum number of children is 6;
  • NPCs should no longer riot a castle;
  • Resolved an issue where the action "unload all" would not always work. This action should now work correctly;
  • Adjusted the maximum number of dynasties for the single scenario maps;
  • When a level 1 building was constructed it could have happened that for the duration of a frame, the level 2 & 3 would appear & immediately disappear;
  • Resolved an issue where the player's avatar would be considered as an employee of the business it entered & would therefore block the slot for a new employee;
  • Shortcut keys have been disabled while entering an amount of money in the "give money" window;
  • Resolved an issue where special characters from other languages were not displayed correctly in the text of newly built buildings or in the Skill Tree bonuses;
  • Multiple text fixes;
Balancing
  • AI controlled businesses: all level 1 businesses will now start with an annual budget 300 coins and it will hire 2 workers and 1 transporter. All level 2 businesses start with 3 workers, 2 transporters and a budget of 600 coins & the level 3 businesses start with 4 workers, 3 transporters and a budget of 900 coins;
  • AI controlled businesses will now equip their transporters with bags and carts;
  • When starting a game, the AI will choose a greater variety of start-up skills for NPC Dynasties;
  • AI businesses will now begin with resources in order to ensure the immediate production of items & their transfer to markets;
  • AI farms will now produce more resources;
  • The needs of the population were reduced in order to stabilize the amount of items / resources which are purchased;
  • The market will check itself periodically: if resources are missing, the market takes care of receiving more, while the people purchase resources with very high stocks;
  • When hiring an employee, they will now come with a variety of levels between one to three;
  • The robber camp will now have immediate access to hire one transporter;
  • Growth of the population adjusted;
  • General balancing of the single scenario maps;
UI Tweaks & Fixes
  • Map Selection Menu: Added the images of the single scenario maps;
  • Character Creation Menu: Rotating the character is no longer possible while editing a input box;
  • Character Creation Menu: The color of the character's hair & clothing will no longer be reset after choosing another set of clothing or the size of the character;
  • Character Creation Menu: The hair style button will no longer be accessible if variations of colors are unavailable;
  • Character Creation Menu: Improvements related to the display of the initial skill path;
  • Production Menu: The storage rules will no longer be accessible in the player's residence;
  • Production Menu: The status of each transport has been added & is displayed beside the route link. The status will indicate whether the transport is moving to a location, picking up at the location or if there is a problem that needs to be resolved;
  • Production Menu: Added an equipment section to transporters, workers & visitors in order to ease the transfer of items that can be equipped. You can have access to the equipment slots of characters, if you click the button in the header of the production menu. This also works in the market menu;
  • Production Menu: The number of visitors, shown in the transport section of the production window, will now be properly displayed;
  • Market Window: Selling items in the market can now be dropped anywhere in the items section;
  • Market Window: When purchasing items & the amount selection tool is displayed, only the amount will be affected when using the scroll mouse button. Before it would scroll the list of items underneath simultaneously;
  • Market Window: The equipment panel of the avatar will be automatically opened at the marketplace;
  • Erect Building Menu: While selecting a building that was furthest to the right of the menu, it could happen that the details Tooltip would appear far to the left of the building icon in question. This has been adjusted;
  • Erect Building Menu: The number displayed to the left of buildings relates to the number that the player has in possession;
  • Area Map: Using the mouse wheel to zoom should no longer cause the camera to zoom in the world as well;
  • Area Map: Added a filter "Show/Hide all";
  • Area Map: Added tooltips for clarification;
  • Area Map: Added a camera icon which represents its location in the world & the direction it is pointed towards;
  • Area Map: Improved the information displayed related to trade routes;
  • Skill Tree Menu: The scrolling of the skill tree will no longer stop if the cursor moves out of the menu;
  • Skill Tree Menu: Multiple icons added or replaced;
  • Skill Tree Menu: Replaced missing bonus unlockables which are connected to titles;
  • Politics Menu: Multiple fixes with the positioning of text & UI elements;
  • Politics Menu: Added a tooltip to the Sovereign position;
  • Clean-up of various UI elements due to them appearing blurry in game;
  • The text boxes of mouse over tooltips should correctly adjust itself to display the entirety of the text;
  • The bonusable & unlockables icons that are displayed in the details tooltip should be shown in their entirety. The details tooltip can be viewed by holding the right mouse button with the mouse above a UI element where it is available;
  • The Map link displayed on the bottom right side of the HUD, now works as a compass & is connected to the direction the camera is pointing. The half of the needle which is full points north;
  • Fixed an issue which would cut off text in a pop-up window even if there was space for the text to continue;
  • The cost of the Horse Cart should be correctly displayed in the detail tooltip when viewed in the Market window;
  • For the far trade action, the progress bar should now be correctly displayed;
  • Kidnapped characters will now appear in the player's inventory;
  • If a character has been kidnapped, the action to transfer the kidnapped character to the player's residence will appear in the action panel;
  • If the avatar has trained for an attribute, the extra allotted point will be displayed in the Character Selected window, located on the bottom left side of the HUD;
  • The quick access panel which displays buildings being spied on will now show more buildings before the scroll bar is used;
  • Missing Steam icons have been added;
  • Multiple action icons have been replaced;
  • Updated the quick notifications icons with the revised UI style;
  • When a skill is unlocked, a quick notification icon will appear below the link to the skill tree. You can see what skill was unlocked by placing the cursor above the quick notification;
  • Added a tooltip for event notifications which are displayed on the right side of the HUD;
  • Added a quick notification icon below the link to the quest window after a quest has been completed, with an additional tooltip with more details;
  • Adjusted the color of the text displayed in the detail tooltip of items;
  • Added a notification when a building the player owns has been destroyed;
  • When a character reaches adulthood, his/her portrait will now be updated;
  • Adjusted the mouse over version of interactive UI elements in order to easily distinguish them from their base version;
  • Modified the detail tooltip of interactive UI elements in order to easily distinguish them from the mouse over version;
  • Multiple adjustments & modifications to the glyphs which appeared blurry & unclear. The glyphs are the icons which are displayed with text;
  • Fixed an issue which would cause text to stretch;
  • The detail tooltip of items will now correctly display the selling / purchasing price similarly to the format used in the market;
  • Added multiple missing tooltips;
Art
  • Multiple texture fixes on various 3D models;
  • Correction of multiple textures which are related to various character's levels of details;
  • Corrected the hair for certain character types;
  • Multiple 3D model corrections;
  • Fixed a glitch that would elongate the hands of one of the female commoner models;
  • Fixed two issues which relates to the captains of ships. First a correction concerning the eyes of the captain on larger ships & took off a "glow" that would appear around the captain of smaller ships;
  • Correction of animations that were connected to the action "make a compliment";
  • Added missing animations which are shown in the Medicus scene;
  • Multiple animation fixes;
  • Adjusted the size of the birds;
  • Multiple environment fixes in various maps;
  • Adjustments to the particles;
  • Multiple adjustments to the game's shaders;
  • Animation assignation adjustments;
  • Adjusted the line of sight effect;
  • Adjusted some of the colors used to define the city districts and villages when pressing the "Space" key on the keyboard;
Important Message
  • This patch includes a lot of bug fixes and UI changes as well as enhanced performance and the new scenario map "Barony of Birmingham".
  • If you realize rapid camera movement due to enhanced performance, there are two ways to overcome this problem: 1) change the camera speed in the options menu or 2) hold down the “shift” key while moving the camera with keyboard or mouse wheel.
  • Transport items such as bags and carts are no more automatically equipped when you drop them into a character’s inventory. As a result, these items can now be transported like all other goods. You can equip characters with bags, hand carts or horse carts when you open the “equipment panel” via the arrow symbol top right of the production menu or the market menu.
  • After installing the latest patch, your old saved games will possibly no longer be shown in the menu due to the reason that the game recognizes them as “incompatible”.
  • All your feedback is appreciated! Please provide us with as many details as possible as this will help shorten bug fixing times. Relevant saved games help us while reproducing bugs, so please add them to a Redmine ticket. Many thanks!

30.03.2018

Patch EA 0.4.6 (30 March 2018)
Features
  • Replaced the UI temp art used by the Reaction window. This window appears after winning a fight, when getting caught by a guard, etc;
Stability Fixes
  • Resolved a crash that would occur after using the Extinguish Fire ability;
  • Resolved a crash that could occur at the end of a riot;
  • Possibly resolved a crash which could occur when the Logo videos of the game were playing;
  • Resolved a crash that could occur during a trial due to the target of a crime was not a character. Such as a neighborhood;
General Fixes
  • Resolved an issue that would render a purchased horse invisible while the character would be on top of the horse playing the correct riding animation. The horse will no longer be invisible;
  • Henchmen can now be fired even if they are in middle of completing an action such as guarding a building;
  • The timeline should no longer be reset after loading a saved game. Previously, after a saved game was loaded, the history timeline would not display previous years in the Statistics Menu;
  • Resolved an issue where the player would receive an invitation from a secret society that was not on the map. Now, only societies that are in a map & can been seen in the Societies Menu will send invitations;
  • Fixed an issue that would permit a player to purchase an orphan from the church without the necessary title. This will no longer be the case;
  • Fixed an issue where the player would not have access to a family member's inventory in order to select items acquired from a Long Shore quest. Now, upon return, the family member will directly drop off the items acquired in the residence's storage. Be warned, all items that cannot be transferred to the storage due to insufficient space will be lost. Please note, we are looking into a better fix in a future update;
General Tweaks
  • Adjusted the amount of XP rewarded from actions long distance journeys and overseas trips to 300 / 600 respectively;
UI Tweaks
  • Added a tooltip above way points which are connected to a route when the Map is opened. These tooltips will display the transaction that will take place at a way point. This can only be viewed if the Map is opened via the route link found by the transporters in the Production Menu;
  • The Stop Action link near Henchmen displayed in the Family Quick Access window, which is accessible on the right side of the HUD, will now work correctly;
  • Moved the Action Tooltip at the top of the HUD so as to not hide the Action Panel;
  • Adjusted the size of text Icons to 20% larger, such as the coin, since they appeared too small;
  • Adjusted the size of the Bonus icons because they were displaying a little blurry;
  • Added missing bonus icons which are connected to secret societies;
  • The Character Selection window which is located on the bottom left corner of the HUD will now refresh continuously when opened. Consequently, if a transport type item is purchased, such as a horse, it will be shown immediately & can then be transferred to the Transport Type item slot;
  • The price of the item Pearl is now correctly displayed on the tooltip that is shown when "right clicking" on an item;
  • Added a tooltip above the "Purchase Orphan" button which is accessible in the church. If the player does not have the required Title to do that action, the button will appear as unavailable & the tooltip will state the reason for its unavailability;
  • If a player is "Auditing" a business, the spying icon will now appear above the building in question;
Art tweaks
  • Multiple texture corrections;
  • Fixed multiple animal animations;
  • Fixed an issue where a "black square" would be displayed over wheat fields during the winter;
  • Completed & added more LOD versions of buildings;
  • Corrected textures that would not appear on certain models during the winter season;
Important Message & Known Issues
  • This is a quick hot fix patch for some crashes we have encounter recently. It also includes fixes that we have worked on since the last update. As a reminder, after you update to the latest patch, if the game recognizes old save games as "incompatible", they will be no longer be shown in the menu.
  • Also, you will no longer be able to use numbers when giving a name to a building, child or saved games since it was causing technical issues. Special characters in character names of NPCs are not shown at the moment. There are some other minor issues with the display of texts that we will take care of asap.
  • Slightly over 80% of the tickets in Redmine are resolved now. Speaking of Redmine, we continue to appreciate the time you take to communicate with us. The more detailed a report is, the easier it is for us to resolve the issue & if possible, attaching your saved game can help quicken the process. Again, thank you all for your patience and support!

27.03.2018

Patch EA 0.4.5 (27 March 2018)New Content & UI
  • Action "Spy Building": While your henchman is spying on a business, an altered version of the business menu will be displayed. The business being spied on is listed through the quick access menu on the right side of the HUD;
  • Diary Book with all important past notifications and events;
  • Statistics Window, including Winning Points section with a graph to compare the five most successful dynasties with your dynasty;
  • New UI in Medicus Scene;
  • New UI in Church Scene;
  • New Born Child pop up which enables to name a new born;
  • Added the Action Tooltip: this window shows more details and - if a target was selected - the chances of success. This window will appear after selecting an action and the target;
  • The UI which enables the possibility to change the color of clothing in the residence scene has been replaced;
  • Votes in a political election is now tradable in Dynasty Trade;
  • Revised version of the font implemented;
  • Animals have returned;
Fixes
  • Fixed a crash that would occur after loading a game that was saved while the playable character was in jail;
  • Fixed a general crash that was related to loading a saved game;
  • Resolved multiple other crashes that were connected to loading saved games;
  • Fixed multiple crashes which were caused by AI Dynasties that were using invalid skills. This would occur 10 to 15 minutes after starting a game;
  • The AI will no longer target children while doing the actions pick pocketing or ambush;
  • Resolved an issue where a thief, robber or lansquenet employee would "freeze" if they were interrupted while completing an action. Now, after the employee has been interrupted, it completes the previous action afterwards;
  • Various tweaks to the AI of NPC businesses;
  • The AI will stop building items if there is no space in the storage;
  • Removed the possibility for AI controlled businesses to add extra slots to the storage;
  • Added a 350-coin budget to AI controlled family businesses;
  • AI: Dynasties who hold the correct title will now apply for office which includes their respective family members;
  • Actions taken by a Dynasty AI will now correctly influence their Attitude which can be seen in the Dynasty Window;
  • Multiple improvement of the AI & the action "Commit burglary". It will now consider the relationship between the acting dynasty and the owner of the building. Added a 12-hours immunity to buildings that have been subject to a burglary;
  • If a chosen heir of a Dynasty has not reached adulthood, his/her actions will now be limited to actions such as going home, going to school as of the age of 5 & hire henchmen, etc. Consequently, actions such as attacking another character or marriage are disabled;
  • Fixed an issue which would reset the money & XP of the player's dynasty;
  • Characters can now only apply once for a political position & can only re-apply after the election if they did not win;
  • Resolved an issue which would permit a 3-year-old child to apply for a political position;
  • Only three applicants can apply for one political office position at a time;
  • The productivity of employees is now correctly affected by his/her level;
  • Fixed an issue which would disable the Upgrade button in the Production Menu even if the player had met the requirements to upgrade the building to the next level;
  • The maximum number of children per couple is now 6, for player dynasties and AI dynasties;
  • Fixed an issue where the prompt for the "Give Money" (-> A bag of coins) action would not appear when selecting the action;
  • Relationships between Societies should now be working as intended;
  • Optimized the process & positioning when constructing a new building;
  • Multiple text fixes;
Additional UI Tweaks
  • The option which enables a building menu to automatically open when entering a building has been added to the in-game options menu;
  • The route of a transporter is now displayed when selecting it from a business window;
  • The accused for a trial is now correctly displayed in the Evidence menu, the Trial scene & in the Trade menu where the accused is normally displayed;
  • Production Menu: the menu will refresh itself continuously to see employees or transport being hired in real time;
  • If a henchman is in one of your businesses, he/she will appear in the "other" section which can be selected in the "Workers" panel;
  • The Storage Rules window is now merged with the Transport Rules which are accessible in the production menu;
  • The "space bar" key has been enabled for naming a saved game;
  • Multiple corrections of icons which were not being displayed correctly or causing other elements to no longer be being interactive;
  • Updated the Event Icons which are displayed in the Diary Book;
  • Notifications no longer pop-up automatically if the mouse hovers the link in the left of the HUD;
  • Multiple corrections related to text spacing & appearance of the font;
  • Replaced the remaining Add-on icons that were using temporary art;
  • Replaced multiple Bonus icons that were using temporary art;
  • The required UI element to fire a henchman in the quick access panel has been added;
  • Various small tweaks in UI elements;
Art
  • Multiple animation and skin corrections for characters and animals;
  • Clean-up of various animations;
  • The 3d model of the Medicus level 3 has been changed, so that the building can be entered easily again;
  • The clickable area of the farm has been changed, so that only the buildings themselves can be clicked and trigger the buildings tooltip;
  • Multiple correction of skins & items assignation;
  • Missing animations added;
Important Message
  • Content patch EA 0.4.5 contains some new features and UI replacements, as well as bug fixes and enhancements for the AI. Slightly over 80% of the tickets in Redmine are resolved now. We continue our efforts on implementing all features and fixing the remaining bugs. The update should improve stability further, the performance is subject to improvement in the updates to come. After you update to the latest patch, if the game recognizes old save games as "incompatible", they will be no longer be shown in the menu. And please don’t forget to attach the “save game” with reports on Redmine.
  • You might notice a drop of performance due to the re-introduction of animals in the game. There are known bugs with long distance journeys and overseas trips - too much XP outcome, exotic goods cannot be used at the moment and some other issues. Henchmen with a job like "guard a building" cannot be dismissed via the character quick access. We will look into all of these issues.
  • You will no longer be able to use numbers when giving a name to a building, child or saved games since it was causing technical issues. Special characters in character names of NPCs are not shown at the moment. There are some other minor issues with the display of texts that we will take care of asap.Thank you all for your patience and support!

28.02.2018

Patch EA 0.4.1 (28 February 2018)
New Content & UI
  • The interface elements and menus in the following list have been replaced or added to the game. Note that some elements are not finalized but will be as development continues.
  • Book of Dynasties, incl. a filter for marriageable characters;
  • Quests Menu window;
  • Family Tree Menu window;
  • Erect Building Menu incl. buildings on sale;
  • Politics Menu incl. the Office Tree, Office Information, Evidence & City Rules (you can apply for multiple office positions with a single character atm., but you will get just one of them. And the cutscene for office meetings is not yet implemented);
  • Dynasty Trade Menu window. Note that trading between dynasties is only accessible once a certain title is reached;
  • Book of Societies (the "relations pentagram" doesn’t show the real relationships atm. and there are all societies on the scenario maps instead of just 5);
  • Scenario Settings Menu for single player games (choosing the number of dynasties does not result in the desired number of opponents atm.);
  • Character Creation Menu;
  • System Menu Save / Load;
  • Options menu;
  • In-game options menu;
  • Level 2 tooltip (details tooltip) for items;
  • Layout of quick accesses to family members and henchmen modified and more information added;
  • Far Trade Market menu;
  • Trade Route window which is connected to the Production window of a business (clicking the cart wheel next to a transporters portrait still opens the old trade route menu, but changes here should not have any effect on the route);
  • Calendar window which will include important appointments of family members, like elections and trials;
  • Indictment window which can be viewed by selecting a trial listed in the Calendar's quick access panel situated on the right side of the HUD. The indictment window will display information about a trial & enable the possibility to choose a verdict before the trial if the player is a judge for the trial in question;
  • Replaced the temporary user interface used during a trial;
  • Replaced the area map with a lot of filtering possibilities;
Fixes
  • Fixed a crash that could potentially occur after completing a Far Trade, saving the game & reloading it;
  • Fixed a crash that would occur while purchasing a robber camp & one of its employees was doing an "Ambush" action;
  • Fixed a crash that could happen while saving a game during the process of selecting a building in the Erect Building menu;
  • Fixed a crash that would happen during a trade of a building that was simultaneously being destroyed in the process & the dynasty trade menu was opened;
  • Fixed a crash that would happen if a city district or village was missing a certain amount of "non-playable characters". If it is the case, the game will now adjust the population of the city district or village in consequence;
  • Fixed a crash that could sometimes occur while the game was updating itself & could not find specific assets;
  • Fixed a crash that would take place after moving to a new residence & the game was re-loaded;
  • Fixed multiple crashes that was caused by invalid windows;
  • Fixed a major issue that is connected to dx11! It was responsible for multiple crashes and prevented the game to start on certain computers;
  • Fixed a crash that could sometimes occur when displaying the second level 2 tooltip (details tooltip);
  • Fixed a crash that was caused by the AI when it searched for the best items to buy for buildings which did not have a front store;
  • Fixed multiple crashes that was caused by initiating a trial from found evidence;
  • Fixed a crash that could occur while saving a game during a combat & then loading the same game;
  • Fixed a crash that could occur after selecting a business which no longer held any items in its storage;
  • Fixed a crash that would happen after selling an item in a far trade market;
  • Fixed a crash that would occur while an employee was performing the pick pocket action & was not connected to a dynasty;
  • Fixed multiple crashes which are related to loading saved games;
  • Fixed a crash that could be initiated from an NPC (Non-Player Character) who was caught by a guard after completing the action pick pocket;
  • Fixed a crash that was caused by pressing shortcut keys while selecting options in the system menu, loading screen, etc. Shortcut Keys are now disabled until inside a game;
  • Fixed a crash which could occur while trying to steal off a corpse after a combat;
  • Fixed a crash that was caused by finding a piece of evidence in which the target was a building;
  • Fixed a crash that was caused by marrying a character that had no valid city district or village as origin;
  • Fixed a general crash that could occur in the main menu;
  • The Robber Camp Master AI now work as intended. It will hire & control the employees if this option is selected by the player;
  • The automation of the actions "Ambush" & "Jugglery" in the Robber Camp now work properly;
  • Multiple fixes concerning the ambush action when saved & a game is loaded;
  • When the player performs or orders an employee to do an ambush, the character will now place itself in the middle of the street near the location set by the player;
  • Multiple improvements related to the employee's AI of the Robber Camp;
  • The actions "Pick Pocket", "Burglary" and "Scan Wealth" which are associated to the Thief can now be set to continuous or "loop" through the business window;
  • AI: The actions Pick Pocket, Burglary and Scan Wealth associated to the Thief can now be performed automatically by the employees if the "AI Master" functionality is activated in the business window;
  • The action "Scan Wealth" will no longer include Resource Producers or Public Buildings;
  • Multiple improvements related to the collision boxes of characters;
  • Added a "piece" of evidence to each city district and village at the beginning of the game which can be found by Henchmen. Note that the Henchmen will not always be successful;
  • When selecting a family campaign in the System Menu, it will now appear in the in-game Quest Menu window as the default quest;
  • Fixed a bug which would stop the animations of a character who is joining a fight. The characters should no longer freeze during or once the fight has ended;
  • Fixed a bug in which a NPC transporter would possibly freeze after a combat. Now they will return doing their last action such as continuing their route;
  • Fixed a bug that would render the player's character frozen if the player would attack a nearby NPC;
  • Fixed a bug which disabled street view, by pressing the space key, after loading a game;
  • Added the possibility to "kick" members out from a society;
  • Employees can now be given an action through the business window even if they are not currently inside the business except for producing items;
  • Fixed a bug where a cart attached to a transporter would continue playing its animation after the transporter would detach itself of the cart in order to fight;
  • Fixed a bug which stopped the birds from playing their flying animation after loading a game;
  • General improvements to the targeting process when selecting a character to which the player wants to interact with, such as combat;
  • Applying for a leadership role for a society now works correctly if the position is available;
  • Fixed a bug that would display the information of the last selected character on a city guard when the city guard was selected;
  • Fixed a bug which disabled or hid the fire employee button in certain businesses. The fire button should now be present in all production windows;
  • Multiple translation fixes;
Additional UI Tweaks
  • In the Evidence window, after the link "Initiate Trial" is selected, the window will now refresh itself & the link will disappear;
  • Added feedback after a Trial has been initiated;
  • Far trade markets are now accessible via the area map - please note, that you need a certain title to be able to send a transporter to a far trade market. Sadly, the access to far trade markets via the quick access in the right of the HUD is still not possible;
  • An election will now be displayed in the calendar quick access menu;
  • Reminders for trials added to the calendar in the right of the HUD;
  • The election for the leader of a society is now displayed in the calendar;
  • Tooltips should not overlap the borders of the screen anymore;
  • Adjusted the size of the level 2 tooltip in the family tree menu to correctly display the values of a dynasty;
Art
  • Numerous LOD optimization for trees and buildings;
  • Clean-up of various animations;
  • Clean-up of the Jail scene animations;
  • Various correction to map elements;
IMPORTANT MESSAGE
  • Among others, this patch includes an extensive overhaul concerning the replacement of the obsolete art used in the user interface which also connects revised & added gameplay mechanics. Furthermore, this patch resolves numerous stability issues (crashes) as well as general fixes, solidifies multiple gameplay mechanics that are already in place as well as the AI that is attached to them and the optimization of the 3D world which includes the animations used in the game.
  • Please note: we are not done to 100% with most of the newly implemented UI elements and features, but we wanted to have them implemented as soon as possible. We continue with our efforts to finalize all features of the game. You will notice that the narration text during the camera flight at start of the scenario map is not displayed. We will fix that with a coming patch.
  • If you experience a low framerate on your computer, then we recommend to play in low to medium camera height with the camera angle down until the performance of the game was enhanced. Thank you for your feedback and your patience!

08.02.2018

Patch EA 0.3.8.1 (08 February 2018)
Fixes
  • Fixed a major issue with dx11! This problem was responsible for some crashes and has prevented the game to start on a few computers;
  • Fixed a crash that could potentially occur after completing a trade, saving the game & reloading it;
  • Fixed a crash that would happen while buying a building & one of its employees doing an "ambush" action;
  • Fixed a crash that could happen while saving a game during the process of selecting a building in the Erect Building;
  • Fixed a crash that would happen during a trade of a building
  • Fixed a crash that would happen if a city district or a village was missing a certain amount of "non-playable characters". If it is the case, the game now wants to adjust the population of city districts and villages in consequence;
  • Fixed a crash that could sometimes occur while the game was updating itself & could not find a specific element;
  • Fixed a crash that would take place after moving to a new residence & the game was reloaded;
  • Fixed multiple crashes that were caused by invalid windows;
  • Adjusted the size of the details tooltip in the family tree to display the attitudes (values) of a family;
IMPORTANT MESSAGE
  • Just a reminder, if possible, please attach the "save game" with reports on Redmine since they have helped to pinpoint the cause of the problems you come across. Thank you!

01.02.2018

Patch EA 0.3.8 (01 February 2018)
Fixes
  • Fixed a crash related to path finding that could happen while intercepting another NPC such as a combat, ambush, a chase, etc.;
  • Fixed crash that would occur when "dragging" & "dropping" an item into a character's inventory from the business menu;
  • Fixed a crash that would occur while using the Politics Menu;
  • Fixed a crash that was caused by a building which would not initialize their storage after a game was loaded;
  • Fixed a crash that would occur when a transporter would pick up items but was no longer connected to a valid route;
  • Fixed a crash that would occur when a building was destroyed while its menu was still open;
  • Fixed a crash that would occur when a building was destroyed while it remained selected. Now, in this case, once the building is destroyed it will no longer remain selected & the avatar will become selected;
  • Fixed a crash that was caused while purchasing a building in the Erect Building menu and the building was destroyed;
  • Fixed a crash that would possibly occur when trying to trade a building with another Dynasty;
  • It was possible to handover a dead family member to another dynasty ("Dynasty trade") which lead to a crash;
  • Fixed a crash that would possibly occur when trying to trade a family member in marriage with another Dynasty;
  • Fixed a crash related to the death of a character & their inventory would still be displayed;
  • Fixed crash that would occur when a character would return from a Far Trade;
  • Fixed a crash that would sometimes occur when selecting a saved game in the main menu;
  • Fixed a crash which would happen while the game was being loaded;
  • Fixed a random crash that would occur while creating a character in the character creation menu;
  • Fixed a crash that was caused by selecting keys on the keyboard that were connected to shortcuts while loading a game;
  • The save game message will now appear while saving a game [or quick save] & will disappear once the save is completed;
  • Pressing the "I" key while a building is selected will correctly display the appropriate menu;
  • After the avatar has entered a building, the blue circle which appears at the feet of the character, will now appear above the building if an object outside the building has been selected;
  • The price and quantity of items are now shown in the second level tooltip (hold right mouse button on item);
  • Fixed a bug that prevented players to select items while setting up a trade route for their transporters;
  • In the options menu, if the resolution was changed but was cancelled, it was still saved & it would be used when the game was restarted. This will no longer happen;
  • Fixed a bug that would permit the player to marry a character that was dead;
  • Building menus (like market menu or production menu) will now automatically open or close when the selected character arrives at or leaves the building, if "Open/close building menu when selected character arrives at/leaves the building" is checked in the options menu;
Important Message & Known Issues
  • You may notice a slightly longer loading time when loading a game, and possibly a slight loss of performance while you are in play. We are looking into it!
  • After you update to the latest patch, if the game recognizes old save games as "incompatible", they will be no longer be shown in the menu.
  • Just a reminder, if possible, please attach the "save game" with reports on Redmine since they greatly help to pin point the cause of the problems you come across. Thank you!

26.01.2018

Patch EA 0.3.6b (26 January 2018)
Fixes
  • The Transport Route button will appear correctly in the business window.

15.01.2018

Patch EA 0.3.4 (15 January 2018)
  • Multiple crash fixes when trying to load a game after selecting it & those that were no longer compatible;
  • Multiple pathfinding fixes which would cause crashes or unexpected behaviors from NPC or after sending a playable character to various locations;
  • Resolved an issue that would cause a crash if an NPC would not display their inventory;
  • Fixed a crash that could appear when quitting the game.
  • Fixed a crash that was caused after selecting the keys "Alt-Tab" while in full screen.
  • Fixed a crash that was caused while looking into any building while the same or other building that was being destroyed.

22.12.2017

Patch EA 0.3.3 (22 December 2017)
New Content
  • Added a "trash can" icon in the production menu top-right which can be used to destroy unwanted items (position of the icon is temporary);
  • New scenario map: Duchy of Mazovia;
Fixes
  • Fixed a crash that was caused when an employee did not have the necessary raw materials to produce an item;
  • Fixed a crash which was caused by selecting an older saved game that was no longer valid. Now, the player will be brought back to Main Menu to select another saved game. Invalid or older saves from previous patches should be deleted;
  • Fixed a crash that was caused when sending either your character or employee on a far trade;
  • Fixed a bug that causes the player to start as a Serf without any coins, raw materials and no starting skill;
  • Fixed a bug which would stop the avatar and employees from continuing their production cycle after loading a saved game. This bug forced herbs gatherers to gather around resource points and remain there doing nothing, and transporters to gather around businesses or markets;
  • In the in-game menu, the options "Load Game" & "Return to main menu" are available. Note: it may take a bit time until the loading screen appears;
  • Improved an issue which renders the in-game menu difficult to open by using the "Esc" key while playing on different speeds;
  • While in the market after selecting an item, the cursor no longer disappears while hovering over a character beneath the menu;
  • Henchmen can no longer be used as workers;
  • Fixed a bug where a henchman sent to conquer a building was stuck in a loop until he was dead. This no longer happens. We are aware that with the Mazovia map only, the Henchmen might not immediately follow the order. This will be looked at for a future patch;
  • The maximum of building add-ons for businesses has been adjusted as such: Level 1 now has 8, Level 2 now has 16 & level 3 now has 24;
  • Fixed a bug which did not allow the player to purchase a level 2 or 3 add-on if there was no level 1;
  • Balancing: the duration of time for pickpocketing has been shortened;
  • If a quick access number was typed in for the name of a save game, the selected character was sent to the location the quick access number was associated to;
  • Multiple text corrections;
UI
  • Various action icons replaced;
  • Almost all item icons replaced;
Art
  • Characters: Corrected textures of the chainmail & plague mask for female characters;
  • Various texture corrections for bridges & vegetation;
  • Shader adjustments of the vegetation;
IMPORTANT INFORMATION & KNOWN BUGS
  • There is an issue with the "Conquer Building" action in the Mazovia map. Reaching the in-game menu via the esc key after multiple game speed changes can still be problematically, and you can still use your henchmen as transporters. We will resolve this bugs with a coming patch.
  • As per usual, when a new patch is released, we highly recommend to start a new game rather than load a saved game from a former patch since you might experience issues that have been resolved before. Thank you.
  • The next patch will be ready in early January. We wish you pleasant holidays and a really great start into 2018!

13.12.2017

Patch EA 0.3.1 (13 December 2017)
Fixes
  • Resolved a crash that was caused by loading a game from the main menu;
  • Fixed an issue where the player would have their money reduced to 300 coins & XP was lost after loading a saved game from the main menu;
  • Resolved an issue that prevented the game from starting in full screen mode;
  • Fixed a bug which prevented characters to start gathering ingredients in groves, brushwoods or cemeteries;
  • Fixed a bug which prevented ingredients gatherers to continue with their work after reloading the game;
  • Fixed three different bugs with production menu and ingredients gatherers which each could block the production menu and/or the worker;
  • Employees are now automatically "Fired" if the building they were in has been destroyed;
  • The horse cart of dismissed transporters will no longer stay while the character is gone;
  • Henchmen can no longer conquer, sabotage, vandalize, spy, etc on city buildings;
  • Fixed a bug which enabled the player to send a worker to gather resources if their inventory is full. This is no longer possible. Note that if you try to send out the worker to gather more resources through the production menu & their inventory is missing space, you should receive a warning message. Either one of three actions must be taken to permit the worker to continue: empty or sell the worker's inventory or change the transport item being used by the worker with one that has more space such as a cart, etc;
  • Fixed a bug which prevented workers to appear in a resources building menu if their inventory was full;
UI
  • Fixed a bug which prevented the Add-on menu of the Warehouse to be refreshed after purchasing an Add-on;
  • The maximum of Add-ons in the warehouse are now correctly displayed & will allow for Add-ons to be purchasable;
  • Fixed a bug which enabled the player to gain access to the Add-ons menu of a building which was either conquered or purchased & did not have the required skills to do so by first opening the Add-ons menu of another building, keeping it open & then select another building;
  • The relationship bar should now correctly display the relationship between dynasties;
  • The relationship bar is now displayed correctly in the tooltip over a character or building;
  • Fixed a bug which would reset a selected screen resolution in the options menu & a button in the same menu was selected afterwards;
IMPORTANT INFORMATION & KNOWN ISSUES
  • There is a crash that is caused by loading a saved game while playing the game. Until we find the solution to this problem, you will have to restart the game and load the desired saved game in the main menu. We understand this can be unpleasant & appreciate your patience while we find the solution to the issue. The fix for the options/resolution bug might require you to delete the folder "C:\Users[user]\Documents\Guild3" before starting the game if the screen resolution bug persists.
  • Most of these fixes relate to the feature patch we sent out last week. Beside hunting the crash bug mentioned above, we are now focused on building the last content patch of the year. As per usual, when a new patch is released, we highly recommend to start a new game rather than load a saved game from a former patch since you might experience issues that have been resolved before. Thank you.

10.11.2017

Patch EA 0.2
New Content:
  • Winning Conditions: In addition to successfully ended family campaign, there are now more ways to win the game. For instance, you can now wiped-out all the opponent dynasties. Even if you have successfully completed one of the Winning Conditions, you can continue the game afterwards;
  • Master AI upgrade: he now wants to manage the limits of his assigned budget;
  • New scenario map: Vienna and Presporok;
Bug Fixes:
  • Fixed crash when alt-tab is selected while in fullscreen mode;
  • Fixed a crash that was caused after loading a game that had a trial event;
  • The action Hire Henchmen should work properly now;
  • Only transport workers can be sent to the market or other stores to retrieve items. Production employees, which include Robbers, Thieves, Lansquenets & Henchmen, wants no longer to have access to that action;
  • Rogue employees, which are robbers, thieves and lansquenets, now give the correct comments;
  • Frame Rate Optimization: Fixed a bug that could occur when a NPC was "pushed" off a street during low frame rates. NPCs in between frames and to find the nearest street to place the NPCs on. The higher a population was on a given map and the faster the game was played, the more chance this could occur;
UI - HUD:
  • Removed the title next to the avatar top left of the HUD; The tooltip of the business will no longer appear above the quick selection panel;
  • Building Status icons, search as "on fire" & Production Control icons seen in the Quick Selection panel now have tooltips;
  • Enlarged the quick selection buttons on the right side of the screen;

05.10.2017

Patch 0.018h
Bug Fixes:
  • If "Random events" are switched off in the options menu, no random events happen in the game;
  • When the player enters his/her residence & selects the "Train Ability" action, the resident scene will open & the menu will appear on the right side instead on top of the character;
  • We have done multiple changes to the Storage Keeper AI in order to improve its behavior & productivity;
  • Not supported screen resolutions for window mode and fullscreen removed, so that there is no offset of the cursor to the UI; IMPORTANT: if you face trouble with your resolution, please delete the folder "C:\Users[user]\Documents\Guild3" and then restart the game!
Art
  • Scenario map London: Adjustments to the roadways accessible to the carts, textures used on the map & corrected the placing of multiple elements in the map which caused collisions.

04.10.2017

Patch 0.018g
Bug Fixes:
  • Resolved a number of crashes caused by selecting various elements in the Employee Routes interface;
  • Employee Routes will not be reset after loading a game;
    The action "compliment someone" in a residence will show the correct scene whether it is a poor house, city house or mansion;
  • The production menu will refresh while the game is on pause;
  • New resource fix: Farms will sell at the market;
Art
  • Characters: Corrected assignation of the platemail for female characters;

03.10.2017

Patch 0.018f
Bug Fixes:
  • Employee trade routes will no longer be accessible through the residence;
  • Scenario maps Magdeburg, Augsburg & London: new fix to allow more resources in the market;
  • Scenario map Augsburg: fixed the street connections between the lumberyard & market. This will allow more resources from the lumberyard to arrive at the market;
  • While the game is paused & the player is trying to sell an item in the market, the game will no longer crash when double clicking on an item;
  • New building quick access bugfix: if a building is destroyed & was assigned as a shortcut in the access bar, it will be removed & no longer lead to crashes;
  • If a building is on sale in the Build menu but was later destroyed, it will no longer crash if the build menu is opened;
  • The player will receive the correct feedback after giving a compliment instead of an empty message window;
  • While selling an item in the market, the player will receive the same amount of money whether the "Unload all" button is selected or "Drag & Drop" is used.
Art
  • General: multiple dark textures fixed

02.10.2017

Patch 0.018e
Bug Fixes:
  • The building quick accesses will now update when a building is destroyed. Previously, when selecting a business that was destroyed in the access bar it would cause a crash;
  • The game will no longer crash when entering City Hall;
  • A crash caused during a marriage is resolved;
  • The keyboard & mouse input will be cleared when doing a "Alt+Tab";
  • Improved the responsiveness of actions with the mouse in the Business Menu;
  • Building quick access slots can now be reassigned;
Обновлено до EA 0.8.5.2 (30059).Страничка игры на GOG.com


Последний раз редактировалось: xzen (12.06.2019 11:02), всего редактировалось 34 раз(а)
[Профиль] [ЛС]

Tempys

Пол: Не указан

Стаж: 4 года 8 месяцев

Сообщений: 5

Создавать темы 29.Сен.2017 16:12 (спустя 16 часов)

[Цитировать]

кто пробовал уже? сильно сырая?
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Badger

Пол: Мужской

Стаж: 4 года 5 месяцев

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Откуда: Украина, Киев

Создавать темы 29.Сен.2017 16:25 (спустя 12 минут)

[Цитировать]

237110кто пробовал уже? сильно сырая?
[Early Access] - а какая она еще может быть в раннем доступе?
Надо будет заранее вторую часть осваивать. Я их все путаю, Anno, Port Royal, Ост-Индскую Кампанию, Патриции.
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Meiwek

Пол: Мужской

Стаж: 4 года 8 месяцев

Сообщений: 25

Откуда: Kænugarður

Создавать темы 29.Сен.2017 17:01 (спустя 36 минут)

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Tempys, сильно. Большинство контента еще не реализовано\вырезано, багов много, оптимизация хромает. Чисто посмотреть что оно такое. Надеюсь, разрабы возьмут лучшее из обоих частей и не поленятся допилить до "ума" игрулину.
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Tempys

Пол: Не указан

Стаж: 4 года 8 месяцев

Сообщений: 5

Создавать темы 30.Сен.2017 14:11 (спустя 21 час)

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Meiwek, понял. Спасиб!
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rpgame

Пол: Женский

Стаж: 3 года 8 месяцев

Сообщений: 4

Создавать темы 16.Янв.2018 12:26 (спустя 3 месяца 15 дней)

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Когда на русском выйдет, кто-нибудь в курсе? carnby
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DenLucifer

Пол: Мужской

Стаж: 4 года 8 месяцев

Сообщений: 14

Создавать темы 17.Сен.2018 09:01 (спустя 8 месяцев)

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249445Когда на русском выйдет, кто-нибудь в курсе? carnby
Тоже хочется знать. Год уже прошел.
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